LE vs. N: Lawful Evil Victorious!


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Nooooo, waaaaay. Waaaaaaay!

Abe will carefully move directly overhead, and from 15' try a coup de grace with the polearm.
 

The LE crowds start yelling, "No! No! Go for the draw, you imbecile! You're gonna..." They turn their heads and cringe when the hydra wakes up and breathes.
 

The fiend-built neutronium golems, that have been ordered to continue tossing new LE combatants into the arena until the +88 vs. Neutral begins to diminish, begin the process of shoving the next morsel into the arena. Draw schmaw!!*


OOC: *that is, until I get tired of getting whupped and land a burrower...
 

Round 756: Abe flies down to 60N65E20Z.

Round 757: Abe CDG's for 46. The hydra dies! (Rolled 23 Fort save)

Abe laughs in the face of his doubting fans.

Next up for N in round 757: a mature adult ethereal dragon. (Draconomicon)
 
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A huge pearl-gray, winged dragon trots into the arena to 55N90E, opens its mouth, and hits Abe with crushing waves of force. Abe, still reveling in his victory over the hydra, does not dodge the waves (18 Ref save), taking 50 points of force damage. :eek: Abe takes another 11 points of damage from the ensuing fall, and is defeated.

First in round 758 for Lawful Evil is a gauth (beholder) (Monster Manual).
 
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Caked with black eyeliner, black lipstick, and spiked eyestalks, Goth the gauth floats into the arena. It looks like a 4' diameter soccer ball with a large central eye and six eye stalks. Moving to 60n 5e 5z, two eye stalks home in on the big lizard emit short bursts.
[both +6 ranged touch, exhaustion (no save) and paralysis (2d10 minutes, Fort 14 negates)]
 

Beholders have to be played with facing rules, due to the eyestalk combinations that can perform in a 90 degree arc. To be able to fire any ray it desires, the beholder must twist and turn in various combinations, which eat up precious movement and affect the ending placement of the central eye.

The eyestalk combinations for the gauth are:

Forward - Inflict Moderate Wounds & Exhaustion
Up - Scorching Ray & Exhaustion
Backward - Sleep & Dispel Magic
Down - Dispel Magic & Paralysis
Right - Sleep & Scorching Ray
Left - Paralysis & Exhaustion

Since the eye rays Goth wants to fire are on its left side, it needs to turn right, fire its rays, then turn back if it wants to face forward. Since the rays are free actions and Goth only used half of its movement (20 feet), this will not be a problem in this round. But Goth needs to be aware of the combinations in future rounds.
 

I know, I"m the problem child...but I have to know...

I did not think is was specified what particular eye stalks were in a given arc, only the limit per arc - as in, the critter can pick any combo up to it's max per arc. Is there errata or something that locks an eye stalk to one specific arc?

And more importantly - is this annoying lizard frozen stiff and tired? :-)
 

ugulu said:
And more importantly - is this annoying lizard frozen stiff and tired? :-)

Goth knows something about its opponent. Goth recognizes it as an ethereal dragon, and knows its breath weapon is a cone of force, it has very keen senses, it has damage reduction/magic, and it has spell resistance (which would not apply against Goth's eye rays, because they are supernatural effects).

Round 758: Both eye rays hit (worst roll 14 touch). The dragon is fatigued (rolled 39 Fort save), but ignores any stiffness.
The dragon flies to 55N15E5Z.
 
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